Ever wonder how many ships you’ve killed? Or how a new ship load-out you’ve created is performing in combat? Or how useless a cautious officer is in an Onslaught?
No more guessing, now you can know for sure!
Features:
- Detailed post combat report on the Intel screen
- Reports summarizing ship performance over time or per battle
- Individual weapon performance
- Kill count of various hull sizes
- Easy to use, just add the mod and you’re good to go.
- Works with just about any mod (Tested with nexerlin, SS+, lots of ships & factions)
- Disabling the mod is possible, set MaxCombatResultCount=0, load your save, advance one day, save, quit and then disable the mod.
In Game Images:
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How to use:
1. If you haven’t already, ensure you’ve increased your max memory (if you haven’t, your game will be slooooow with mods):
https://fractalsoftworks.com/forum/index.php?topic=8726.0
2. Download & install this mod
3. Make sure this mod is enabled
4. Fight at least one battle
5. View the generated intel event using the ‘e’ key OR
6. Press the ‘L’ key (configurable in mod’s settings.json) when in the campaign UI
Mod compatibility:
- Requires no extra mods/libs to function
- Tested with nexerlin, SS+, lots of ships & factions
- Compatible with all prior versions of this mod
Known Issues/Limitations:
- Doesn’t work for missions
To remove this mod
Using this mod in other mods:
This mod is covered by the MIT license, you can do what ever you want with this, no need to ask. Just be nice and mention that this mod exists and where you got it from
Change Log:
Forum:
http://fractalsoftworks.com/forum/index.php?topic=11551.0
Source: https://bitbucket.org/NickWWest/starsectorcombatanalytics
License: MIT License (Do what ever you want, creators not liable)
There will probably be a few other issues I’ll solve at the same time before issuing a new version.
Thanks!
Any possibility of adding a running and per battle tally of friendly/enemy crew kills/losses?
for SS v.8 I’ll see about having optional totals that display during combat.
The stack trace from the Starsector log:
123629 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.o0oO.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.T.dismiss(Unknown Source)
at com.fs.starfarer.ui.M.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.T.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Minimal set of mods to replicate the crash:
- Combat Analytics .1
- LazyLib 2.1
- Nexerelin 0.7.6d
There’s a crash to desktop bug whenever you exit the combat analytics menu, which after some testing enabling/disabling mods from my modlist seems to be caused by an interaction with Nexerelin.
The stack trace from the Starsector log:
Code123629 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.o0oO.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.T.dismiss(Unknown Source)
at com.fs.starfarer.ui.M.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.T.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)Minimal set of mods to replicate the crash:
- Combat Analytics .1
- LazyLib 2.1
- Nexerelin 0.7.6d
Got it fixed, new DL link is up. Thanks for the easy repro steps with the mod list.
Root problem was, the dialogue init was looking for a sector entity token that doesn’t exist in non vanilla games (Jangala system)
There’s a crash to desktop bug whenever you exit the combat analytics menu, which after some testing enabling/disabling mods from my modlist seems to be caused by an interaction with Nexerelin.
The stack trace from the Starsector log:
Code123629 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.o0oO.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.T.dismiss(Unknown Source)
at com.fs.starfarer.ui.M.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.T.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)Minimal set of mods to replicate the crash:
- Combat Analytics .1
- LazyLib 2.1
- Nexerelin 0.7.6d
Got it fixed, new DL link is up. Thanks for the easy repro steps with the mod list.
Root problem was, the dialogue init was looking for a sector entity token that doesn’t exist in non vanilla games (Jangala system)
No problem. Thanks for the blazing fast turnaround time on the hotfix


Holy.. I remember talks about a mod like this, but I never thought I would see it. Thanks a lot Nick XR. How many times I would feel someone in team is doing nothing but flying around. This is great =)
Disabling mod will render your save broken (but it can be fixed with a text editor)
What needs to be edited in the save file when turning the mod off to fix it?
There shouldn’t be any issues with leaving the mod enabled to keep it from breaking your save (if you are having issues, please let me know).
In the next release disabling the mod won’t break your saves, but I’m waiting for SS.8 to release it.